1. What is [depth] driving us to explore the immersive experience?
I have always been addicted to exploring the driving force of human beings to make choices or stick to something. Don Draper is the main character in AMC's TV series "Mad Men," which shares the perception of a carousel as a consumer. He believes that amusement parks sell It's not just the carousel equipment itself. Rather, they provide a solution that satisfies the desire for time to traverse rooted in the human heart.
“Technology is a lightning-like temptation. But in rare cases, if the public and the product have a perceptual connection, the temptation of technology to the public is no longer just a flash in the pan.â€
In the virtual reality industry, the “sale†of our practitioners should not be just the virtual reality experience itself. We are developing solutions to meet the needs of consumers rooted in the heart. But how do we seek the best path to optimize VR content development and technology paths and maximize user engagement? This involves understanding what drives consumers to explore the virtual reality experience.
On a global scale, the company that can best understand the needs of consumers and innovate is not the (IDIO) IDEO. IDEO is the world's leading design consulting company. It is known for its product development and innovation. It has grown from a small company with only 20 designers to a super-popular company with more than 300 employees. The most famous designs of the early days were Apple's first mouse, the world's first laptop, and Palm's personal handheld. Guided by design thinking, IDEO always puts users first, understands their feelings deeply, and exploring their potential needs is the key to innovation.
I was connected to IDEO's leaders in immersive experience because of how the curious human-centered design philosophy fits into the design of virtual reality that affects the future. Investment Director Peter Hyer is responsible for the IDEO media and technology department and has a strong background in architecture and gaming. Investment Director Dav Rauch specializes in the development of new products for immersive space experiences and has extensive experience in the film industry. In fact, Dav Rauch has defined a user interface for the 22nd century, and we can see clues in such big movies as Avatar and Iron Man.
By combining exploration, consumer behavior monitoring, and other media work, IDEO has discovered the “driver†they name the “toolkit,†specifically for humans to explore the driving forces of immersive experiences. Applying these drivers can refine and reinforce the creativity that focuses on the development of specific technologies and features, and make decisions based on people-centeredness:
The desire to discover is the desire rooted in our hearts. Even babies who cannot climb on their own will explore their surroundings through their senses. In addition to immersing visitors in a new world that can be viewed, the driving forces of discovery are also derived from other sensations such as touch, the size of avatars, etc., which create an unusual sensory experience. Rauch also emphasized the importance of Room-Scale - the satisfaction of user needs through more accurate motion capture and more exploreable degrees of freedom.
We all have strong motivations to become masters in a certain field, but Hyer explains that we also “enjoy the feeling of progressâ€. We must not only provide users with "unbelievable" capabilities in virtual reality, but also provide opportunities to further develop this capability. IDEO found that getting people focused on developing a skill, repeating practices, and providing positive visibility feedback is a “feed†to fill the spiritual needs of “becoming a master in a fieldâ€. At the same time, allowing users to gain a sense of skill improvement will encourage them to spend more time in the experience, which increases the value of feedback that users can get on the investment of content.
Creation is more than just a form of expression, but it is also a way for us to leave a mark on the world. Immersive media makes the process of creation a whole-body experience, because the environment in which it is created is the same as the environment in which we live. When you see the content being created, the user will have a stronger sense of presence and establish a closer connection with the media. The ability to create for the user, whether it is a work of art or an object can release the attraction in the drive.
Thought leaders like Chris Milk have predicted millions of possibilities hidden in virtual reality media with empathic effects. Hyer explained that empathy is driven by observing and experiencing the experiences of others to understand other people's opinions or ideas. At present, the most popular way to achieve empathy is a powerful emotional narrative. In addition, changing the perspective in the content, unfamiliar/familiar with things, etc., all help to gain empathy.
Sharing experiences is the way we build social connections. Insights into this driving force underscore the importance of sharing experiences with multiple users and acquaintances. Hyer explained that if the lonely experience is shared, after the network spreads, many users find that they have the same feeling, then it realizes the driving force of the connection. So, 360-degree content doesn't have multi-user capabilities, but if a 360 content has social-sharing component capabilities, then the work can satisfy people's desire to connect with others and desire to connect with the world. Of course, being in the same immersive environment with someone is the best way to attract users to the driving force of connectivity.
Hyer explained that the driving force of transcendence stems from the need to “promote the boundaries of self-perception, get out of daily life, and meet the challengesâ€. The return from the normal "self" experience is rewarded by feeling different real life.
Provide a sense of “beyond†in an immersive experience, such as letting consumers turn into other creatures or objects other than humans to explore the unknown. We can also take users to completely different places by means of scale, senses, and abnormal rules.
Rauch explained that “discovery is a component of transcendence. Because we find that we are constantly transcending ourselves.†In VR, once an experience can open our eyes, it is equally capable of integrating us. .
Development drive hierarchy
Rauch shared his experience, and the importance of identifying things is very valuable, that is, distinguishing what is most important, what is second most important, and what is second. The same logic applies when designing the driving force, so that the immersive experience is more interesting and engaging.
“When you combine different driving forces and switch in sequence, it will make your job especially smooth. For example, the driving force of “discovery†is the most attractive, users get this driving force, but only It has been found that the driver is very simple. This attraction can work for a while, but it does not produce lasting appeal. Users must quickly acquire another driver to continue to indulge in the experience." Example power, proficiency can be used as a second driving force.
We are only thinking about how the empathy is well integrated with mastering new things. Users can learn something new from a person from a completely different cultural background. Or this desire can be combined with driving forces such as connection and transcendence.
And, when you try to introduce the second and third levels of driving power, you have to seize the opportunity. Rauch pointed out that "you need to be very smart and know how to solve problems at the right time." During the design process, IDEO uses a low-fidelity model to quickly test their hypotheses. This is a microtest of a specific concept, such as when to introduce a second-level driver to optimize the user's experience.
By testing and creating solutions to create the drivers that meet the user's hidden needs, we'll create powerful virtual reality experiences that continue to engage consumers and build emotional connections.
2. Hideo Kojima: VR will revolutionize entertainment, education and culture
In an interview with Gamespot, legendary game producer Hideo Kojima bluntly discussed various topics, including his personally anticipated 2017 game (Red Dead ReempTIon 2) and his views on virtual reality:
“2016 is the first year of virtual reality. The culture of watching the screen has not changed for about 120 years, so I think VR will significantly change entertainment, our daily life, education, culture, etc. I don’t believe VR will only change the game. industry."
He believes that VR will bring a new experience to players, not just the extension of the game. He also joined the game company Prologue Immersive in August this year, focusing on content development in the VR direction.
3, the new version of the dinosaur team will increase the VR experience, you will personally drive the Zod robot
The drama "Dinosaurs" has been loved by young audiences for many years. In March next year, the "Dinosaurs" will be revived in the late years, and it will be re-created as a theatrical version and join the VR experience.
Qualcomm will work with Lionsgate, and the new "Dinosaurs" will be unveiled at CES next year. The audience will have the opportunity to enter the infamous Zod robot as a driver to fight large creatures in a huge body.
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